private void CreateFont()
        {
            GameObject gameObject = new GameObject();

            bool        exportAsObj = ExportAs();
            List <char> listOfChar  = GetCharacterList();

            MText_FontCreator fontCreator = new MText_FontCreator();

            fontCreator.CreateFont(gameObject, listOfChar, settings.sizeXY, settings.sizeZ, settings.vertexDensity, settings.smoothingAngle, settings.defaultTextMaterial, exportAsObj);

            //if (!fontCreator.WasEverythingProcessed())
            //{
            //    //EditorUtility.DisplayDialog("")
            //}

            EditorUtility.DisplayProgressBar("Creating font", "Mesh creation started", 75 / 100);
            if (gameObject.transform.childCount > 0)
            {
                if (exportAsObj)
                {
                    MText_ObjExporter objExporter = new MText_ObjExporter();
                    string            prefabPath  = objExporter.DoExport(gameObject, true);
                    if (string.IsNullOrEmpty(prefabPath))
                    {
                        Debug.Log("Object save failed");
                        EditorUtility.ClearProgressBar();
                        return;
                    }
                    MText_FontExporter fontExporter = new MText_FontExporter();
                    fontExporter.CreateFontFile(prefabPath, gameObject.name);
                }
                else
                {
                    MText_MeshAssetExporter meshAssetExporter = new MText_MeshAssetExporter();
                    meshAssetExporter.DoExport(gameObject);
                }
            }

            EditorUtility.ClearProgressBar();
            if (Application.isPlaying)
            {
                Destroy(gameObject);
            }
            else
            {
                DestroyImmediate(gameObject);
            }
        }